Supercharge (mod)

Supercharge is a gameplay mod by Tango for GZDoom and Zandronum. It originated as the gameplay changes of the Paradise partial conversion shared as a separate mod. Tango has since made further changes to Supercharge relative to what appeared on Paradise. The gameplay mod is meant to offer more challenging gameplay compared to vanilla, as well as new visual enhancements for the monsters, weapons and overall presentation, similarly to older gameplay mods such as Hard Doom.

The custom weapons and monsters are implemented as DECORATE code plus the custom image and sound files. Tango describes Supercharge as "first and foremost a mapping resource" that "can also be used as a gameplay mod". Many projects, including Ar Luminae, Mapwich 2, Technicolor Antichrist Box, and Ante Mortem have incorporated these gameplay changes.

General overview

 * New weapon and monster sprites, new sounds, bullet casings, alternate deaths, gibs, terrain splashes, two "new" HUDs, and other various things.
 * Automatic pistol starts (GZDoom only). In game, navigate to "SC Options" from the main menu to toggle this setting.
 * Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. The non-random values are generally what the average random version would be. A projectile formerly dealing between 10 and 20 damage would now do 15, for example.
 * Instant weapon switching. Weapon switching is instant for ALL weapons. This allows you to combo certain weapon shots together.
 * New monsters and tweaked weapons. See the respective categories below for more info.

Monsters
NOTE: All monsters below marked with (NEW) will only show up in game when placed specifically by a mapper. If you are using Supercharge as a gameplay mod (i.e. to play with Scythe), none of the (NEW) monsters will be present in game unless playing on the new Ultra-Randomized difficulty setting.


 * (NEW) Wicked: Flying low tier monster that shoots three homing projectiles nearly simultaneously. The projectiles hang for a brief moment before firing toward the player with momentary but strong homing. The temporary nature of the homing effect makes the projectiles easier to dodge at a distance, and the limited turn-radius of the homing means that immediately standing behind the wicked once it spawns a volley will make the projectiles unable to home in properly.
 * (NEW) Grenadier: Zombie variant with a grenade launcher. Grenades bounce till they lose momentum, then lay still for a few seconds before exploding. The player can safely run through still grenades. Killing the grenadier with an explosive attack will detonate the grenades strapped to it, causing a secondary explosion on the enemy for additional damage to surrounding monsters.
 * (NEW) Diabolist: Fiery-red cousin of the arch-vile. Summons exploding plumes of fire beneath the player’s feet that linger for a few moments and then explode repeatably for area-denial. Punishes you for not watching your footwork.
 * (NEW) Tortured Soul: Similar to a cacodemon, but releases out lingering toxic clouds, which damage players and other monsters alike, upon pain and death. Think of them like flying barrels.
 * (NEW) Pyro Demon: A Hell knight variant whose projectile explodes into small chunks of fire that linger on the ground upon impact. Lingering fire is constant but low damage, for area denial.
 * (NEW) Weak Cyberdemon: Has 25% less health than vanilla, and is susceptible to explosion/radius damage. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has green cybernetic parts to visually distinguish it from the standard cyberdemon.
 * (NEW) Machinegun Guy: Basically just a reskin of the chaingunner, but fires in bursts much like the player's own assault rifle.
 * (NEW) Cyber Baron: Has a chance to fire a rocket out of its rocket arm, in addition to its regular green fireball attack. Once under ~50% health, a strong attack (anything but a pistol/AR attack basically) will destroy its rocket arm, leaving it with only the green fireball attack. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has a higher pain chance from chainsaw attacks, and can be instantly disarmed with chainsaw attacks.
 * (NEW) Haedexebus: Flying behemoth with health identical to the behemoth (600 HP). Its firing pattern is slightly different from the behemoth in that it starts center-focused and spreads further out with each volley.
 * Archvile → Exile: 100 more HP than vanilla. Otherwise purely a cosmetic change.
 * Cyberdemon: Shoots rockets from its cannon, rather than the center of its body.
 * Zombieman → Plasma Zombie: Fires two shots of plasma instead of a single hitscan bullet.
 * Demon/Spectre → MechaDemon/MechaSpectre: Walks and bites faster than its vanilla counterpart.
 * Revenant → Draugr: Fires its projectile from its shoulder cannon instead of the center of its body, but otherwise functionally identical to its vanilla counterpart.
 * Cacodemon: Fires slower projectiles than its vanilla counterpart.
 * Imp: Fires slightly faster projectile than its vanilla counterpart.
 * Lost Soul: Significantly less HP than its vanilla counterpart.
 * Pain Elemental: Has a small, damaging explosion upon death, to make it slightly less safe to stay in its face to block lost souls from spawning upon death.
 * Mancubus → Behemoth: Same stats as its vanilla counterpart, but fires its projectiles out of its cannons now, rather than the center of its body, making the projectiles a little tougher to dodge.
 * Arachnotron → Fusionite: Same stats as its vanilla counterpart, but fires its projectiles in strings of four with a small gap in between each bunch.
 * Spider Mastermind: Now has a bit less than half of its vanilla pain chance, and shoots a very fast and damaging projectile in place of its vanilla hitscan attack.

A few other monsters have received visual changes but no gameplay changes.

Weapons

 * Fist: Non-berserked damage slightly buffed.
 * Chainsaw: Damage has been substantially buffed, and range slightly buffed. Triggering the cyber baron’s pain state with a chainsaw is a guaranteed disarm.
 * Pistol: Shots are much more powerful, and much faster, than vanilla, but at the cost of having to reload every eight bullets.
 * Shotgun: Fires faster, has tighter horizontal spread but with equal vertical spread. Can fire eight shells before reload. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
 * Super Shotgun: Slightly tighter horizontal spread, and a few frames faster at firing too. Really powerful as a combo-ender (i.e. four scrap shell shots into instant SSG) thanks to instant weapon switching. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
 * Chaingun → Assault Rifle: Automatic firing rifle that reloads after 30 shots. Bullets are significantly more powerful than the vanilla chaingun. The weapon becomes more inaccurate with successive shots, reaching peak inaccuracy after 20 shots, with spread gradually recovering when the weapon is equipped and idle.
 * (NEW) Scrap Gun: Projectile shotgun. Does a ton of damage up close (150 for a full blast vs the SSG's 200), but its extreme spread makes it unideal for anything but short-range.
 * (NEW) Stomper: Micro-missile launcher. Each volley fires several micro missiles that detonate after limited range, but explode several times over a small area for up to 400 damage on a single target. Very good for crowd control.
 * Rocket Launcher: Significantly increased rate of fire, and faster projectile speed. The cost is that splash damage, and therefore overall damage, are nerfed. Direct hits therefore are much more important. Works well as both a combo starter and ender.
 * Plasma Rifle: Reloads every 40 shots. Otherwise, quite similar to its vanilla counterpart in terms of damage output and speed.
 * BFG9000: Projectile size slightly increased, and projectile sprite size slightly decreased, but otherwise no major changes.

There is a toggle in the "SC Options" section of the menu that enables a buffed vanilla-ish chaingun in place of the assault rifle, but the assault rifle is the default.

In addition to the new monster & weapon things that one can place in a map, Supercharge also includes a few dozen decor items like trees and hanging lights.